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<html lang="en">
<head>
    <meta charset="utf-8">
    <meta name="viewport" content="width=device-width, initial-scale=1, maximum-scale=1">

    <title>3D Physics Instancing — Alien.js</title>

    <link rel="preconnect" href="https://fonts.gstatic.com">
    <link rel="stylesheet" href="https://fonts.googleapis.com/css2?family=Roboto+Mono">
    <link rel="stylesheet" href="../assets/css/style.css">

    <script type="module">
        import { BasicShadowMap, BloomCompositeMaterial, BoxGeometry, Color, ColorManagement, DirectionalLight, DynamicDrawUsage, EnvironmentTextureLoader, Group, HemisphereLight, IcosahedronGeometry, ImageBitmapLoaderThread, InstancedMesh, LinearSRGBColorSpace, LuminosityMaterial, MathUtils, Matrix4, Mesh, MeshBasicMaterial, MeshStandardMaterial, OimoPhysics, OrthographicCamera, PanelItem, PerspectiveCamera, PlaneGeometry, PointLight, Reflector, RepeatWrapping, Scene, SceneCompositeDistortionMaterial, ShaderChunk, ShadowMaterial, SphereGeometry, TextureLoader, UI, UnrealBloomBlurMaterial, Vector2, Vector3, WebGLRenderTarget, WebGLRenderer, getFullscreenTriangle, getKeyByValue, getViewSize, ticker } from '../../build/alien.three.js';

        const isDebug = /[?&]debug/.test(location.search);

        const colors = {
            lightColor: 0xf44336
        };

        class MouseLight extends Group {
            constructor() {
                super();

                this.position.z = 0;

                this.initLight();

                if (isDebug) {
                    this.initDebug();
                }
            }

            initLight() {
                const light = new PointLight(colors.lightColor, 0.9, 4.4, 0);
                this.add(light);
            }

            initDebug() {
                const geometry = new SphereGeometry(0.125, 1, 1);

                const material = new MeshBasicMaterial({
                    color: 0xff0000,
                    wireframe: true
                });

                const mesh = new Mesh(geometry, material);
                this.add(mesh);
            }
        }

        import dither from '../../src/shaders/modules/dither/dither.glsl.js';

        class Floor extends Group {
            constructor(light) {
                super();

                this.mouseLight = light;

                this.position.y = -2.5;

                this.initReflector();
            }

            initReflector() {
                const { light } = WorldController;

                this.light = light;

                this.reflector = new Reflector({ blurIterations: 6 });
            }

            async initMesh() {
                const { physics, loadTexture } = WorldController;

                const geometry = new PlaneGeometry(100, 100);

                const map = await loadTexture('waterdudv.jpg');
                map.wrapS = RepeatWrapping;
                map.wrapT = RepeatWrapping;
                map.repeat.set(6, 3);

                const material = new ShadowMaterial({
                    toneMapped: false
                });

                material.onBeforeCompile = shader => {
                    map.updateMatrix();

                    shader.uniforms.map = { value: map };
                    shader.uniforms.reflectMap = { value: this.reflector.renderTarget.texture };
                    shader.uniforms.reflectMapBlur = this.reflector.renderTargetUniform;
                    shader.uniforms.uvTransform = { value: map.matrix };
                    shader.uniforms.textureMatrix = this.reflector.textureMatrixUniform;

                    shader.vertexShader = shader.vertexShader.replace(
                        'void main() {',
                        /* glsl */ `
                        uniform mat3 uvTransform;
                        uniform mat4 textureMatrix;

                        out vec2 vUv;
                        out vec4 vCoord;

                        void main() {
                        `
                    );

                    shader.vertexShader = shader.vertexShader.replace(
                        '#include <project_vertex>',
                        /* glsl */ `
                        #include <project_vertex>

                        vUv = (uvTransform * vec3(uv, 1)).xy;
                        vCoord = textureMatrix * vec4(transformed, 1.0);
                        `
                    );

                    shader.fragmentShader = shader.fragmentShader.replace(
                        'void main() {',
                        /* glsl */ `
                        uniform sampler2D map;
                        uniform sampler2D reflectMap;
                        uniform sampler2D reflectMapBlur;

                        in vec2 vUv;
                        in vec4 vCoord;

                        ${dither}

                        void main() {
                        `
                    );

                    shader.fragmentShader = shader.fragmentShader.replace(
                        'gl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );',
                        /* glsl */ `
                        vec2 reflectionUv = vCoord.xy / vCoord.w;

                        vec4 dudv = texture(map, vUv);
                        vec4 color = texture(reflectMap, reflectionUv);

                        vec4 blur;

                        blur = texture(reflectMapBlur, reflectionUv + dudv.rg / 256.0);
                        color = mix(color, blur, smoothstep(1.0, 0.1, dudv.g));

                        blur = texture(reflectMapBlur, reflectionUv);
                        color = mix(color, blur, smoothstep(0.5, 1.0, dudv.r));

                        gl_FragColor = color * mix(0.3, 0.55, dudv.g);

                        gl_FragColor.rgb -= (1.0 - getShadowMask()) * 0.025;

                        gl_FragColor.rgb = dither(gl_FragColor.rgb);
                        `
                    );
                };

                const mesh = new Mesh(geometry, material);
                mesh.position.y = 2.494; // 5 / 2 - 0.006
                mesh.rotation.x = -Math.PI / 2;
                mesh.receiveShadow = true;
                mesh.add(this.reflector);

                mesh.onBeforeRender = (renderer, scene, camera) => {
                    this.visible = false;
                    this.light.position.y *= -1;
                    this.mouseLight.position.y *= -1;
                    this.reflector.update(renderer, scene, camera);
                    this.light.position.y *= -1;
                    this.mouseLight.position.y *= -1;
                    this.visible = true;
                };

                this.add(mesh);

                // Physics mesh
                const floor = new Mesh(new BoxGeometry(100, 5, 100));
                floor.geometry.setDrawRange(0, 0); // Avoid rendering geometry
                this.add(floor);

                physics.add(floor, { density: 0, autoSleep: false });
            }

            // Public methods

            resize = (width, height) => {
                height = 1024;

                this.reflector.setSize(width, height);
            };

            ready = () => this.initMesh();
        }

        class SceneView extends Group {
            constructor() {
                super();

                this.visible = false;

                this.initViews();
            }

            initViews() {
                this.light = new MouseLight();
                this.add(this.light);

                this.floor = new Floor(this.light);
                this.add(this.floor);
            }

            async initMesh() {
                const { physics, anisotropy, loadTexture } = WorldController;

                // Textures
                const [map, normalMap, ormMap, thicknessMap] = await Promise.all([
                    // loadTexture('uv.jpg'),
                    loadTexture('pbr/pitted_metal_basecolor.jpg'),
                    loadTexture('pbr/pitted_metal_normal.jpg'),
                    // https://occlusion-roughness-metalness.glitch.me/
                    loadTexture('pbr/pitted_metal_orm.jpg'),
                    loadTexture('pbr/pitted_metal_height.jpg')
                ]);

                map.anisotropy = anisotropy;
                normalMap.anisotropy = anisotropy;
                ormMap.anisotropy = anisotropy;
                thicknessMap.anisotropy = anisotropy;

                const material = new MeshStandardMaterial({
                    color: new Color().offsetHSL(0, 0, -0.65),
                    metalness: 0.7,
                    roughness: 2,
                    map,
                    metalnessMap: ormMap,
                    roughnessMap: ormMap,
                    aoMap: ormMap,
                    aoMapIntensity: 1,
                    normalMap,
                    normalScale: new Vector2(3, 3)
                });

                // Second channel for aoMap and lightMap
                // https://threejs.org/docs/#api/en/materials/MeshStandardMaterial.aoMap
                material.aoMap.channel = 1;

                // Based on https://github.com/mrdoob/three.js/blob/dev/examples/jsm/shaders/SubsurfaceScatteringShader.js by daoshengmu

                material.onBeforeCompile = shader => {
                    shader.uniforms.thicknessMap = { value: thicknessMap };
                    shader.uniforms.thicknessDistortion = { value: 0.1 };
                    shader.uniforms.thicknessAmbient = { value: 0 };
                    shader.uniforms.thicknessAttenuation = { value: 0.8 };
                    shader.uniforms.thicknessPower = { value: 20 };
                    shader.uniforms.thicknessScale = { value: 2 };

                    shader.fragmentShader = shader.fragmentShader.replace(
                        'void main() {',
                        /* glsl */ `
                        uniform sampler2D thicknessMap;
                        uniform float thicknessDistortion;
                        uniform float thicknessAmbient;
                        uniform float thicknessAttenuation;
                        uniform float thicknessPower;
                        uniform float thicknessScale;

                        void RE_Direct_Scattering(IncidentLight directLight, vec2 uv, vec3 geometryPosition, vec3 geometryNormal, vec3 geometryViewDir, vec3 geometryClearcoatNormal, inout ReflectedLight reflectedLight) {
                            vec3 thickness = directLight.color * texture(thicknessMap, uv).g;
                            vec3 scatteringHalf = normalize(directLight.direction + (geometryNormal * thicknessDistortion));
                            float scatteringDot = pow(saturate(dot(geometryViewDir, -scatteringHalf)), thicknessPower) * thicknessScale;
                            vec3 scatteringIllu = (scatteringDot + thicknessAmbient) * thickness;
                            reflectedLight.directDiffuse += scatteringIllu * thicknessAttenuation * directLight.color;
                        }

                        void main() {
                        `
                    );

                    shader.fragmentShader = shader.fragmentShader.replace(
                        '#include <lights_fragment_begin>',
                        // ShaderChunk.lights_fragment_begin.replaceAll(
                        ShaderChunk.lights_fragment_begin.replace(
                            'RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );',
                            /* glsl */ `
                            RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );
                            RE_Direct_Scattering(directLight, vAoMapUv, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, reflectedLight);
                            `
                        )
                    );
                };

                // Based on https://threejs.org/examples/#physics_oimo_instancing by VBT-YTokan

                const matrix = new Matrix4();

                // Boxes
                const geometryBox = new BoxGeometry(0.1, 0.1, 0.1);

                // Second set of UVs for aoMap and lightMap
                // https://threejs.org/docs/#api/en/materials/MeshStandardMaterial.aoMap
                geometryBox.attributes.uv1 = geometryBox.attributes.uv;

                const boxes = new InstancedMesh(geometryBox, material, 100);
                boxes.instanceMatrix.setUsage(DynamicDrawUsage); // Will be updated every frame
                boxes.castShadow = true;
                boxes.receiveShadow = true;
                this.add(boxes);

                for (let i = 0; i < boxes.count; i++) {
                    matrix.setPosition(Math.random() - 0.5, Math.random() * 2, Math.random() - 0.5);
                    boxes.setMatrixAt(i, matrix);
                }

                boxes.computeBoundingSphere();

                physics.add(boxes, { autoSleep: false });

                // Spheres
                const geometrySphere = new IcosahedronGeometry(0.075, 3);

                // Second set of UVs for aoMap and lightMap
                // https://threejs.org/docs/#api/en/materials/MeshStandardMaterial.aoMap
                geometrySphere.attributes.uv1 = geometrySphere.attributes.uv;

                const spheres = new InstancedMesh(geometrySphere, material, 100);
                spheres.instanceMatrix.setUsage(DynamicDrawUsage); // Will be updated every frame
                spheres.castShadow = true;
                spheres.receiveShadow = true;
                this.add(spheres);

                for (let i = 0; i < spheres.count; i++) {
                    matrix.setPosition(Math.random() - 0.5, Math.random() * 2, Math.random() - 0.5);
                    spheres.setMatrixAt(i, matrix);
                }

                spheres.computeBoundingSphere();

                physics.add(spheres, { autoSleep: false });

                this.boxes = boxes;
                this.spheres = spheres;
            }

            // Public methods

            ready = () => Promise.all([
                this.floor.ready(),
                this.initMesh()
            ]);
        }

        class SceneController {
            static init(physics, view) {
                this.physics = physics;
                this.view = view;

                // Mouse light
                this.mouse = new Vector2();
                this.target = new Vector2();
                this.lightPosition = new Vector3();
                this.lerpSpeed = 0.25;

                // Physics
                this.position = new Vector3();

                this.enabled = true;

                this.addListeners();
            }

            static addListeners() {
                window.addEventListener('pointermove', this.onPointerMove);
            }

            // Event handlers

            static onPointerMove = ({ clientX, clientY }) => {
                if (!this.view.visible) {
                    return;
                }

                this.target.x = (clientX / document.documentElement.clientWidth) * 2 - 1;
                this.target.y = 1 - (clientY / document.documentElement.clientHeight) * 2;
            };

            // Public methods

            static resize = (width, height) => {
                this.view.floor.resize(width, height);

                const { getViewSize } = WorldController;

                const { x, y } = getViewSize(this.view.light.position.z);

                this.halfWidth = x / 2;
                this.halfHeight = y / 2;
            };

            static update = () => {
                if (!this.enabled || !this.view.visible) {
                    return;
                }

                this.mouse.lerp(this.target, this.lerpSpeed);

                this.lightPosition.x = this.mouse.x * this.halfWidth;
                this.lightPosition.y = 0.5 + this.mouse.y * this.halfHeight;
                this.lightPosition.z = this.view.light.position.z;

                this.view.light.position.copy(this.lightPosition);

                let index = Math.floor(Math.random() * this.view.boxes.count);

                this.position.set(0, Math.random() + 1, 0);
                this.physics.setPosition(this.view.boxes, this.position, index);

                index = Math.floor(Math.random() * this.view.spheres.count);

                this.position.set(0, Math.random() + 1, 0);
                this.physics.setPosition(this.view.spheres, this.position, index);

                this.physics.step();
            };

            static animateIn = () => {
                this.view.visible = true;
            };

            static ready = () => this.view.ready();
        }

        class PanelController {
            static init(physics, view, ui) {
                this.physics = physics;
                this.view = view;
                this.ui = ui;

                this.initPanel();
            }

            static initPanel() {
                const { luminosityMaterial, bloomCompositeMaterial, compositeMaterial } = RenderManager;

                const physics = this.physics;
                const view = this.view;

                const vector3 = new Vector3();
                const gravity = this.physics.getGravity();

                const physicsOptions = {
                    Off: false,
                    Physics: true
                };

                const items = [
                    {
                        name: 'FPS'
                    },
                    {
                        type: 'divider'
                    },
                    {
                        type: 'list',
                        list: physicsOptions,
                        value: getKeyByValue(physicsOptions, SceneController.enabled),
                        callback: value => {
                            SceneController.enabled = physicsOptions[value];

                            // Reset
                            vector3.set(0, 0, 0);

                            for (let i = 0, l = view.boxes.count; i < l; i++) {
                                physics.setLinearVelocity(view.boxes, vector3, i);
                                physics.setAngularVelocity(view.boxes, vector3, i);
                            }

                            for (let i = 0, l = view.spheres.count; i < l; i++) {
                                physics.setLinearVelocity(view.spheres, vector3, i);
                                physics.setAngularVelocity(view.spheres, vector3, i);
                            }
                        }
                    },
                    {
                        type: 'slider',
                        name: 'Gravity',
                        min: -10,
                        max: 10,
                        step: 0.1,
                        value: -gravity.y,
                        callback: value => {
                            gravity.y = -value;
                            physics.setGravity(gravity);
                        }
                    },
                    {
                        type: 'divider'
                    },
                    {
                        type: 'slider',
                        name: 'Thresh',
                        min: 0,
                        max: 1,
                        step: 0.01,
                        value: luminosityMaterial.uniforms.uThreshold.value,
                        callback: value => {
                            luminosityMaterial.uniforms.uThreshold.value = value;
                        }
                    },
                    {
                        type: 'slider',
                        name: 'Smooth',
                        min: 0,
                        max: 1,
                        step: 0.01,
                        value: luminosityMaterial.uniforms.uSmoothing.value,
                        callback: value => {
                            luminosityMaterial.uniforms.uSmoothing.value = value;
                        }
                    },
                    {
                        type: 'slider',
                        name: 'Strength',
                        min: 0,
                        max: 2,
                        step: 0.01,
                        value: RenderManager.bloomStrength,
                        callback: value => {
                            RenderManager.bloomStrength = value;
                            bloomCompositeMaterial.uniforms.uBloomFactors.value = RenderManager.bloomFactors();
                        }
                    },
                    {
                        type: 'slider',
                        name: 'Radius',
                        min: 0,
                        max: 1,
                        step: 0.01,
                        value: RenderManager.bloomRadius,
                        callback: value => {
                            RenderManager.bloomRadius = value;
                            bloomCompositeMaterial.uniforms.uBloomFactors.value = RenderManager.bloomFactors();
                        }
                    },
                    {
                        type: 'slider',
                        name: 'Chroma',
                        min: 0,
                        max: 10,
                        step: 0.1,
                        value: compositeMaterial.uniforms.uBloomDistortion.value,
                        callback: value => {
                            compositeMaterial.uniforms.uBloomDistortion.value = value;
                        }
                    }
                ];

                items.forEach(data => {
                    this.ui.addPanel(new PanelItem(data));
                });
            }
        }

        const BlurDirectionX = new Vector2(1, 0);
        const BlurDirectionY = new Vector2(0, 1);

        class RenderManager {
            static init(renderer, scene, camera) {
                this.renderer = renderer;
                this.scene = scene;
                this.camera = camera;

                // Unreal bloom
                this.luminosityThreshold = 0.1;
                this.luminositySmoothing = 1;
                this.bloomStrength = 0.3;
                this.bloomRadius = 0.2;
                this.bloomDistortion = 1;

                this.enabled = true;

                this.initRenderer();
            }

            static initRenderer() {
                const { screenTriangle } = WorldController;

                // Fullscreen triangle
                this.screenCamera = new OrthographicCamera(-1, 1, 1, -1, 0, 1);
                this.screen = new Mesh(screenTriangle);
                this.screen.frustumCulled = false;

                // Render targets
                this.renderTarget = new WebGLRenderTarget(1, 1, {
                    depthBuffer: false
                });

                this.renderTargetBright = this.renderTarget.clone();
                this.renderTargetsHorizontal = [];
                this.renderTargetsVertical = [];
                this.nMips = 5;

                for (let i = 0, l = this.nMips; i < l; i++) {
                    this.renderTargetsHorizontal.push(this.renderTarget.clone());
                    this.renderTargetsVertical.push(this.renderTarget.clone());
                }

                this.renderTarget.depthBuffer = true;

                // Luminosity high pass material
                this.luminosityMaterial = new LuminosityMaterial();
                this.luminosityMaterial.uniforms.uThreshold.value = this.luminosityThreshold;
                this.luminosityMaterial.uniforms.uSmoothing.value = this.luminositySmoothing;

                // Separable Gaussian blur materials
                this.blurMaterials = [];

                const kernelSizeArray = [3, 5, 7, 9, 11];

                for (let i = 0, l = this.nMips; i < l; i++) {
                    this.blurMaterials.push(new UnrealBloomBlurMaterial(kernelSizeArray[i]));
                }

                // Unreal bloom composite material
                this.bloomCompositeMaterial = new BloomCompositeMaterial();
                this.bloomCompositeMaterial.uniforms.tBlur1.value = this.renderTargetsVertical[0].texture;
                this.bloomCompositeMaterial.uniforms.tBlur2.value = this.renderTargetsVertical[1].texture;
                this.bloomCompositeMaterial.uniforms.tBlur3.value = this.renderTargetsVertical[2].texture;
                this.bloomCompositeMaterial.uniforms.tBlur4.value = this.renderTargetsVertical[3].texture;
                this.bloomCompositeMaterial.uniforms.tBlur5.value = this.renderTargetsVertical[4].texture;
                this.bloomCompositeMaterial.uniforms.uBloomFactors.value = this.bloomFactors();

                // Composite material
                this.compositeMaterial = new SceneCompositeDistortionMaterial({ dithering: true });
                this.compositeMaterial.uniforms.uBloomDistortion.value = this.bloomDistortion;
            }

            static bloomFactors() {
                const bloomFactors = [1, 0.8, 0.6, 0.4, 0.2];

                for (let i = 0, l = this.nMips; i < l; i++) {
                    const factor = bloomFactors[i];
                    bloomFactors[i] = this.bloomStrength * MathUtils.lerp(factor, 1.2 - factor, this.bloomRadius);
                }

                return bloomFactors;
            }

            // Public methods

            static resize = (width, height, dpr) => {
                this.renderer.setPixelRatio(dpr);
                this.renderer.setSize(width, height);

                width = Math.round(width * dpr);
                height = Math.round(height * dpr);

                this.renderTarget.setSize(width, height);

                // Unreal bloom
                width = Math.round(width / 2);
                height = Math.round(height / 2);

                this.renderTargetBright.setSize(width, height);

                for (let i = 0, l = this.nMips; i < l; i++) {
                    this.renderTargetsHorizontal[i].setSize(width, height);
                    this.renderTargetsVertical[i].setSize(width, height);

                    this.blurMaterials[i].uniforms.uResolution.value.set(width, height);

                    width = Math.round(width / 2);
                    height = Math.round(height / 2);
                }
            };

            static update = () => {
                const renderer = this.renderer;
                const scene = this.scene;
                const camera = this.camera;

                if (!this.enabled) {
                    renderer.setRenderTarget(null);
                    renderer.render(scene, camera);
                    return;
                }

                const renderTarget = this.renderTarget;
                const renderTargetBright = this.renderTargetBright;
                const renderTargetsHorizontal = this.renderTargetsHorizontal;
                const renderTargetsVertical = this.renderTargetsVertical;

                // Scene pass
                renderer.setRenderTarget(renderTarget);
                renderer.render(scene, camera);

                // Extract bright areas
                this.luminosityMaterial.uniforms.tMap.value = renderTarget.texture;
                this.screen.material = this.luminosityMaterial;
                renderer.setRenderTarget(renderTargetBright);
                renderer.render(this.screen, this.screenCamera);

                // Blur all the mips progressively
                let inputRenderTarget = renderTargetBright;

                for (let i = 0, l = this.nMips; i < l; i++) {
                    this.screen.material = this.blurMaterials[i];

                    this.blurMaterials[i].uniforms.tMap.value = inputRenderTarget.texture;
                    this.blurMaterials[i].uniforms.uDirection.value = BlurDirectionX;
                    renderer.setRenderTarget(renderTargetsHorizontal[i]);
                    renderer.render(this.screen, this.screenCamera);

                    this.blurMaterials[i].uniforms.tMap.value = this.renderTargetsHorizontal[i].texture;
                    this.blurMaterials[i].uniforms.uDirection.value = BlurDirectionY;
                    renderer.setRenderTarget(renderTargetsVertical[i]);
                    renderer.render(this.screen, this.screenCamera);

                    inputRenderTarget = renderTargetsVertical[i];
                }

                // Composite all the mips
                this.screen.material = this.bloomCompositeMaterial;
                renderer.setRenderTarget(renderTargetsHorizontal[0]);
                renderer.render(this.screen, this.screenCamera);

                // Composite pass (render to screen)
                this.compositeMaterial.uniforms.tScene.value = renderTarget.texture;
                this.compositeMaterial.uniforms.tBloom.value = renderTargetsHorizontal[0].texture;
                this.screen.material = this.compositeMaterial;
                renderer.setRenderTarget(null);
                renderer.render(this.screen, this.screenCamera);
            };
        }

        class CameraController {
            static init(camera) {
                this.camera = camera;

                this.mouse = new Vector2();
                this.lookAt = new Vector3(0, 0, -2);
                this.origin = new Vector3();
                this.target = new Vector3();
                this.targetXY = new Vector2(2, 0.4);
                this.origin.copy(this.camera.position);

                this.lerpSpeed = 0.02;
                this.enabled = false;

                this.addListeners();
            }

            static addListeners() {
                window.addEventListener('pointermove', this.onPointerMove);
            }

            // Event handlers

            static onPointerMove = ({ clientX, clientY }) => {
                if (!this.enabled) {
                    return;
                }

                this.mouse.x = (clientX / document.documentElement.clientWidth) * 2 - 1;
                this.mouse.y = 1 - (clientY / document.documentElement.clientHeight) * 2;
            };

            // Public methods

            static resize = (width, height) => {
                this.camera.aspect = width / height;
                this.camera.updateProjectionMatrix();
            };

            static update = () => {
                if (!this.enabled) {
                    return;
                }

                this.target.x = this.origin.x + this.targetXY.x * this.mouse.x;
                this.target.y = this.origin.y + this.targetXY.y * this.mouse.y;
                this.target.z = this.origin.z;

                this.camera.position.lerp(this.target, this.lerpSpeed);
                this.camera.lookAt(this.lookAt);
            };

            static animateIn = () => {
                this.enabled = true;
            };
        }

        class WorldController {
            static init() {
                this.initWorld();
                this.initLights();
                this.initLoaders();
                this.initEnvironment();
                this.initPhysics();

                this.addListeners();
            }

            static initWorld() {
                this.renderer = new WebGLRenderer({
                    powerPreference: 'high-performance',
                    antialias: true
                });

                // Output canvas
                this.element = this.renderer.domElement;

                // Disable color management
                ColorManagement.enabled = false;
                this.renderer.outputColorSpace = LinearSRGBColorSpace;

                // Shadows
                this.renderer.shadowMap.enabled = true;
                this.renderer.shadowMap.type = BasicShadowMap;

                // 3D scene
                this.scene = new Scene();
                this.scene.background = new Color(0x060606);
                this.camera = new PerspectiveCamera(30);
                this.camera.near = 0.5;
                this.camera.far = 40;
                this.camera.position.set(0, 1.5, 5);
                this.camera.lookAt(this.scene.position);

                // Global geometries
                this.screenTriangle = getFullscreenTriangle();

                // Global uniforms
                this.resolution = { value: new Vector2() };
                this.texelSize = { value: new Vector2() };
                this.aspect = { value: 1 };
                this.time = { value: 0 };
                this.frame = { value: 0 };

                // Global settings
                this.anisotropy = this.renderer.capabilities.getMaxAnisotropy();
            }

            static initLights() {
                this.scene.add(new HemisphereLight(0x606060, 0x404040, 3));

                const light = new DirectionalLight(0xffffff, 2);
                light.position.set(5, 5, 5);
                light.castShadow = true;
                light.shadow.mapSize.width = 2048;
                light.shadow.mapSize.height = 2048;
                this.scene.add(light);

                this.light = light;
            }

            static initLoaders() {
                this.textureLoader = new TextureLoader();
                this.textureLoader.setPath('../assets/textures/');

                this.environmentLoader = new EnvironmentTextureLoader(this.renderer);
                this.environmentLoader.setPath('../assets/textures/env/');
            }

            static async initEnvironment() {
                this.scene.environment = await this.loadEnvironmentTexture('jewelry_black_contrast.jpg');
                this.scene.environmentIntensity = 1.2;
            }

            static initPhysics() {
                this.physics = new OimoPhysics();
            }

            static addListeners() {
                this.renderer.domElement.addEventListener('touchstart', this.onTouchStart);
            }

            // Event handlers

            static onTouchStart = e => {
                e.preventDefault();
            };

            // Public methods

            static resize = (width, height, dpr) => {
                width = Math.round(width * dpr);
                height = Math.round(height * dpr);

                this.resolution.value.set(width, height);
                this.texelSize.value.set(1 / width, 1 / height);
                this.aspect.value = width / height;
            };

            static update = (time, delta, frame) => {
                this.time.value = time;
                this.frame.value = frame;
            };

            static ready = () => Promise.all([
                this.textureLoader.ready(),
                this.environmentLoader.ready()
            ]);

            // Global handlers

            static getTexture = (path, callback) => this.textureLoader.load(path, callback);

            static loadTexture = path => this.textureLoader.loadAsync(path);

            static loadEnvironmentTexture = path => this.environmentLoader.loadAsync(path);

            static getViewSize = object => getViewSize(this.camera, object);
        }

        class App {
            static async init() {
                this.initThread();
                this.initWorld();
                this.initViews();
                this.initControllers();

                this.addListeners();
                this.onResize();

                await SceneController.ready();
                await WorldController.ready();

                this.initPanel();

                CameraController.animateIn();
                SceneController.animateIn();
            }

            static initThread() {
                ImageBitmapLoaderThread.init();
            }

            static initWorld() {
                WorldController.init();
                document.body.appendChild(WorldController.element);
            }

            static initViews() {
                this.view = new SceneView();
                WorldController.scene.add(this.view);

                this.ui = new UI({ fps: true });
                this.ui.animateIn();
                document.body.appendChild(this.ui.element);
            }

            static initControllers() {
                const { renderer, scene, camera, physics } = WorldController;

                CameraController.init(camera);
                SceneController.init(physics, this.view);
                RenderManager.init(renderer, scene, camera);
            }

            static initPanel() {
                const { physics } = WorldController;

                PanelController.init(physics, this.view, this.ui);
            }

            static addListeners() {
                window.addEventListener('resize', this.onResize);
                ticker.add(this.onUpdate);
                ticker.start();
            }

            // Event handlers

            static onResize = () => {
                const width = document.documentElement.clientWidth;
                const height = document.documentElement.clientHeight;
                const dpr = window.devicePixelRatio;

                WorldController.resize(width, height, dpr);
                CameraController.resize(width, height);
                SceneController.resize(width, height);
                RenderManager.resize(width, height, dpr);
            };

            static onUpdate = (time, delta, frame) => {
                WorldController.update(time, delta, frame);
                CameraController.update();
                SceneController.update();
                RenderManager.update(time, delta, frame);
                this.ui.update();
            };
        }

        App.init();
    </script>
</head>
<body>
</body>
</html>
